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Unity Cookbook

Unity Cookbook

By : Matt Smith, Shaun Ferns, Sinéad Murphy
4.7 (27)
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Unity Cookbook

Unity Cookbook

4.7 (27)
By: Matt Smith, Shaun Ferns, Sinéad Murphy

Overview of this book

Unleash your game development potential with Unity Cookbook, 5th Edition, designed to equip you with the skills and knowledge needed to excel in Unity game development. With over 160 expertly crafted recipes empowering you to pioneer VR and AR experiences, excel in mobile game development, and become a master of audio techniques. In this latest edition, we've meticulously curated a collection of recipes that reflect the latest advancements in Unity 2023, ensuring you stay at the forefront of game development. You'll discover dedicated recipes for First/Third Person (Core) templates, create engaging mobile games, delve into Virtual and Augmented Reality, and go further with audio by exploring advanced techniques. Additionally, the book has been fully updated to incorporate the new input system and TextMeshPro, essential elements for modern game development. From exploring C# scripting to crafting stylish UIs, creating stunning visual effects, and understanding shader development through Shader Graph, every chapter is designed to take you closer to your goal of becoming a proficient Unity developer. So, whether you're aiming to develop the next hit game, enhance your portfolio, or simply have fun building games, this book will be your trusted companion on your journey to Unity proficiency.
Table of Contents (22 chapters)
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20
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Index

Creating an in-game mirror using a RenderTexture to send Camera output to a Plane

Cameras do not have to output directly to the screen all the time. Different effects can be achieved by having the cameras send their output to a RenderTexture asset file. In the scene, 3D objects can be linked to a RenderTexture asset file, and so the output of a Camera can be directed to 3D objects such as Planes and Cubes.

In this recipe, first, we’ll duplicate the over-the-shoulder Main Camera child of the PlayerArmature, and send the output of this duplicate Camera (via a RenderTexture asset file) to a Plane on one of the house walls. Then, we’ll add a different Camera facing out from the wall. This is so that our Plane will act just like a mirror, rather than duplicating the over-the-shoulder Main Camera:

Figure 13.20: A copy of Main Camera rendering to RenderTexture, which is being displayed on a Plane in the scene

Getting ready

This recipe builds on the basic...

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